May 23rd, 2015, 20:54
(This post was last modified: May 23rd, 2015, 20:55 by Dreylin.)
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t8 -
Whew, the Goblin stayed put, so Emily lives to run away some more. Skeleton appears on the Deer, so she heads South past Brigit.
Charlie Mouse starts working on the Corn, and Prof. Yaffle moves to provide cover:
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t9 -
Switched production to Worker.
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t10 -
Looks like the Ring of Carcer fits in a choke point between us and the Lair area:
There's still the Northern route open, but at least it's a few extra turns walk - and only one direction to watch. Now to see how big this puddle is and whether Emily can loop back towards the capital.
No wildlife (or semi-civilised life) spotted yet.
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Ooh, nice! Nothing to say, but still reading
Erebus in the Balance - a FFH Modmod based around balancing and polishing FFH for streamlined competitive play.
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Well I finally finished reading Jalepeno's Decius game. Techwise, he kept a good focus early on to get to CoL for Manors (I think the detour to BW was warranted and we'll need to do the same here if the Svarts are anywhere nearby), but then I feel he lost his way a little on the road to Vampires, picking up a few too many useful-but-random techs before unlocking the uber-unit, rather than afterwards while they were in production. I'll definitely appreciate your help staying focused, as this is a problem I tend to have - in SP especially.
The bigger problem, of course was losing focus on the foreign issues and tunnel-visioning on the annoying neighbour rather than the "quietly winning" neighbour. AI-diplo here means less of that sort of thing. It also revealed just how scary the Kurios can be in strong hands, so I think an early/mid-game raid on them will definitely be in order to cut their power back...
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t11 -
A quick, uneventful morning turn:
*Checks Notes*
(May 25th, 2015, 14:38)Dreylin Wrote: It also revealed just how scary the Kurios can be in strong hands, so I think an early/mid-game raid on them will definitely be in order to cut their power back... ![shhh shhh](https://www.realmsbeyond.net/forums/images/smilies/shhh.gif)
Hmmmm.
To meet, or not to meet, that is the question
Whether 'tis nobler in the mind to conceal
thy presence and direction
or to take Arms against yon foul Dungeon
and by exploring, pop them?
Right now I think that I'll move 1S next turn to get the visibility across the water; then if we still haven't met I will either start to pop the dungeon, or move NW-NE and see if I can skirt back around to meet them from the North to conceal our location. (Or possibly draw some combination of Skeletons & Goblins down towards them.)
13 tiles between our capitals (assuming no Legends pop - and I'd see that in the log, right?) although I did move 2tiles West to Settle and he may have moved East. Still, Brigit blocks the most direct route between us and we know who's more likely to be popping her out!
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(May 26th, 2015, 09:13)Dreylin Wrote: Right now I think that I'll move 1S next turn to get the visibility across the water; then if we still haven't met I will either start to pop the dungeon, or move NW-NE and see if I can skirt back around to meet them from the North to conceal our location. (Or possibly draw some combination of Skeletons & Goblins down towards them.)
Actually, looking again, I'm not certain that they have visibility on the Dungeon tile. I'll take a close look at the tile bleed this evening and see, but if they can't see it, then there's no reason I shouldn't try to pop it. ![mischief mischief](https://www.realmsbeyond.net/forums/images/smilies/mischief.gif) Although either way I want to take that view of the water first.
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Pop, pop, poppidy-pop.
Erebus in the Balance - a FFH Modmod based around balancing and polishing FFH for streamlined competitive play.
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t12 -
Moved S as planned:
I also took a very close look at the tile bleed and it looks like all flat land under Ventessel's borders, so he won't be able to see my Scout popping that Dungeon unless he sends a unit over. I do need to double-check when the Skeleton would arrive if it beelined across though....
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t13 -
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